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MothyFamily emblem THE SHELFtheme pack · the domes on the shelf
Theme pack 3 · the domes on the shelf

THE SHELF — a risk curve you can read before you dive

A chain of pressure domes on a continental shelf, and a trench below them. The engine is unchanged. The theme pack renames the nouns and adds the mechanic the theme was built for: depth is the tier ladder, and the failure chance for every depth is printed in the rules.

01The pitch

You live in a dome and work downward. Every metre below the shelf is more yield and more chance of not coming back, and both numbers are published before you queue the dive. There is no hidden difficulty: the game tells you the odds, and the log keeps the result.

The fantasy is the descent — a seal crew holding a dome, a diver on a trench line, a grower keeping the kelp rows. The late game is an office: Diver Marshal, who licenses who may dive depth 4 and below; Seal Warden; Pump Master. The endgame is a dome you own, at the depth you can defend.

Why this theme is third: the published risk curve is the honest answer to the genre's secret numbers, and here that honesty is the whole game. A player who can compute a dive is a player who trusts the engine.

02The theme pack — the engine's nouns, in theme words

Four bars, four stats, six jobs, twelve acts, six offices, twelve commodities. The numbers are the prototype's starting values, sized so a season in any theme is comparable to a season in another. This is the theme file, printed.

The bars (renamed, same shape)

Engine barTheme nameSpent onRecovery rule the theme supplies
VigourLungsdiving, pumping, the dome shift, the grow rowsa pressure cycle: a facility sets the recovery, and the dome sets the cap
NervePressurethe trench, the deep dock, salvage below the shelfrest, and a decompression rota the Pump Master sets
FocusSealsealing, glass, repair, survey, teachinga seal shop: a facility raises the Seal cap
StandingDomecontracts, office, teaching, command of a domethe dome roll: an office restores a standing, a court lowers it

The jobs (6)

JobWage / dayStat gainRequiresDaily points, spent on promotions
Dome hand200Body +1noneDome points
Grower240Body +1, Seal +1a row shareKelp points
Seal crew300Seal +2Seal ≥ 15Seal points
Pump crew340Body +2Lungs ≥ 40Pump points
Trench runner440Pressure +2, Body +1Dome ≥ 25Trench points
Diver500Lungs +2, Pressure +1Dome ≥ 35, a dive licenceDive points

The acts (12) — a theme names the verbs, and only names them

Theme nameEngine actCostTicksPublished riskPublished reward
seal a jointupkeepSeal 826 % leakdome integrity +3
a dive to depth 2riskLungs 12, Pressure 625 % loss180–360
a dive to depth 4riskLungs 18, Pressure 12314 % loss420–880
a trench runriskLungs 24, Pressure 18526 % loss700–1,500
pump the shelfofficeBody 101 / tick0 %water +, dome stable
grow the kelp rowsfreightBody 10, Seal 437 % blight120–300
haul to the dockfreightLungs 1023 % spoil100–240
salvage below the shelfriskPressure 20, Lungs 16530 % loss600–1,600
rescue a diverteachPressure 14, Dome 6210 % lossa diver returned, Dome +
pressure checkdefenceSeal 6, Dome 410 %an integrity read, printed
teach an apprenticeteachSeal 6, Dome 420 %apprentice gain +1
garrison a domedefenceLungs 8, Dome 51 / tick0 %defence + garrison value

The map — the prototype's six districts, tiered

TierPositionYield / dayGarrison requiredUpkeep / day
1the shelf dome2025
2the reef dock60614
3the mid dome1101025
4the deep dock1801235
5the trench station3201860
6the floor60026120

Offices, commodities, currency

Offices (6)
Diver Marshal (issues dive licences, depth by tier), Seal Warden (sets repair priority per dome), Pump Master (sets the water cycle and the decompression rota), Dome Warden (sets the dome's work rota), Trench Judge (hears the court, and the dive appeals), Rescue Chief (sets the rescue rota)
Commodities (12)
oxygen, sealant, pressure stock, kelp, pearl, fish, salvage, rare earth, hull glass, water, labour, names
Currency
Atmos — a day of breathable air, kept as a unit. No real money enters the game (rule 1).

03The signature mechanic: The Depth Ledger

One mechanic per theme, and one only — the rule that keeps five themes on one engine. The formula below is what the engine computes every tick, printed in the rules page in the game.

depth d = the tier of the position (1 .. 6) yield(d) = the tier's yield per day, published risk(d) = the published failure chance, printed on the act expected(d)= yield(d) × (1 − risk(d)) − loss_cost(d) licence = Diver Marshal licenses the depth a player may queue; a licence is a row in the log risk rule = no dive may be queued above the licensed depth, and no risk is hidden record = every dive, every result, in the season ledger

Why it is a mechanic, not a flavour

The odds are printed

A player computes expected value before queueing. That is the design answer to secret numbers: the game does not hide the risk curve, and a loss is a number the player accepted.

A licence is an office, not a level

The Diver Marshal decides who may dive depth 4. A judgement a player makes in public, audited in the log; the season's politics are licence politics.

The deepest tier is a position, not a level

The floor is a district with a garrison, not a difficulty setting. Owning it means defending it, and a strong guild cannot take it from someone who garrisons it.

The first season's arc, 12 beats

Beat 1

the shelf dome is crewed (40 names)

Beat 2

the first depth audit: every dive's published risk, printed

Beat 3

the reef dock opens (tier 2)

Beat 4

a dive fails at depth 4 — the first loss, in the log

Beat 5

the Seal Warden sets the repair rota

Beat 6

the trench station is reached (tier 5)

Beat 7

a dive licence is refused, and appealed in the court

Beat 8

the Diver Marshal election

Beat 9

a dive-share contract, executed by the engine

Beat 10

the floor is contested (tier 6)

Beat 11

licence reform: depth is licensed by the guild, with an appeal

Beat 12

the season ledger publishes every dive, every depth, every result

04Art direction, and the feel

Text-first: no images, no animation, no sound. The theme supplies words, a palette, and a shape, and every object carries its numbers in text.

Palette
the violet accent on deep ground, a green band for the grow rows. The house palettes carry it without a new colour.
Type
the mono for the depth table, the sans for the dome roll, the serif for the season's ledger. Depth is a number.
Tiles
one glyph per dome, decorative; every dome carries its depth, integrity, garrison, and owner in text.
Sound
none. A tick is a page update.

05What breaks this theme

The risks, named before anyone builds it. Each one has a test attached, so the honest list is a plan, not a mood.

A published risk curve makes gambling legible Undecided

Players will push the top tier and take the loss, which is exactly what the theme asks of them. The expected-value line is the balance knob: if a depth-6 dive has positive expected value, the top tier is a lottery, not a position.

Test: Print the expected-value table for the season's top three depths in week 4.

Drowning is a shared loss Undecided

A diver who dies is a dome's labour force, and the loss lands on a group. The same problem as the station: a collective cost for an individual act.

Test: Count grievances against shared pools in season 1.

Nobody plays a water game on a phone Undecided

The genre's market is crime and neon. The deep theme is the least marketable of the five, and the most legible of the honest ones.

Test: Ask the cohort which theme they would play, blind, from the pack table alone.

Depth is a ladder, and ladders end Undecided

Six tiers is a short map. A season that reaches the floor has nothing below it, so the theme needs a new shelf each season, which is content, not mechanics.

Test: Measure the share of districts changing hands in the last 4 weeks.

A licence is a gate a player holds Undecided

The Diver Marshal decides who is allowed to risk their life. It is a fair office, and it will be used unfairly at least once, in public, in the log.

Test: Count licence appeals in the season ledger.

Why this theme is worth running

It is the theme where the published numbers are the product. A player who can compute the odds trusts the engine, and a player who trusts the engine is the thing the genre's players have never been given.